/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ extern crate mozangle; extern crate zng_webrender as webrender; extern crate webrender_build; use mozangle::shaders::{BuiltInResources, Output, ShaderSpec, ShaderValidator}; use webrender_build::shader::{ShaderFeatureFlags, ShaderVersion, build_shader_strings, get_shader_features}; // from glslang const FRAGMENT_SHADER: u32 = 0x8B30; const VERTEX_SHADER: u32 = 0x8B31; #[test] fn validate_shaders() { mozangle::shaders::initialize().unwrap(); let resources = BuiltInResources::default(); let vs_validator = ShaderValidator::new(VERTEX_SHADER, ShaderSpec::Gles3, Output::Essl, &resources).unwrap(); let fs_validator = ShaderValidator::new(FRAGMENT_SHADER, ShaderSpec::Gles3, Output::Essl, &resources).unwrap(); for (shader, configs) in get_shader_features(ShaderFeatureFlags::GLES) { for config in configs { let features = config.split(",").filter(|f| !f.is_empty()).collect::>(); let (vs, fs) = build_shader_strings( ShaderVersion::Gles, &features, shader, &|f| webrender::get_unoptimized_shader_source(f, None) ); let full_shader_name = format!("{} {}", shader, config); validate(&vs_validator, &full_shader_name, vs); validate(&fs_validator, &full_shader_name, fs); } } } fn validate(validator: &ShaderValidator, name: &str, source: String) { // Check for each `switch` to have a `default`, see // https://github.com/servo/webrender/wiki/Driver-issues#lack-of-default-case-in-a-switch assert_eq!(source.matches("switch").count(), source.matches("default:").count(), "Shader '{}' doesn't have all `switch` covered with `default` cases", name); // Run Angle validator match validator.compile_and_translate(&[&source]) { Ok(_) => { // Ensure that the shader uses at most 16 varying vectors. This counts the number of // vectors assuming that the driver does not perform additional packing. The spec states // that the driver should pack varyings, however, on some Adreno 3xx devices we have // observed that this is not the case. See bug 1695912. let varying_vectors = validator.get_num_unpacked_varying_vectors(); let max_varying_vectors = 16; assert!( varying_vectors <= max_varying_vectors, "Shader {} uses {} varying vectors. Max allowed {}", name, varying_vectors, max_varying_vectors ); println!("Shader translated succesfully: {}", name); } Err(_) => { panic!( "Shader compilation failed: {}\n{}", name, validator.info_log() ); } } }